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Posted by Chiko, Nov 27, 2013 at 8:15 pm
Totally unrelated but is there a way to make it so bones cannot rot but be still edible? I find it wrong for all bone items to rot away like that. D:

Edit: Also, is it possible to add more than 1 effect in a single material? I made the mustard gas less deadly but I want to add that fear effect I saw somewhere in another material.
Posted by Chiko, Nov 26, 2013 at 11:46 pm
Sounds interesting. The only way I can imagine doing that with scripting would be by changing the ingame name and color to the same. They would still stack in their respective type, though. Unless there's a way to make them all one single grenade with all the effects chosen at random when detonates or something.

I also added new liquids.

There's a small chance to find vomit in bottles just for the lolz. I made it a different liquid but with the same name coz if you vomit this one over your pet for instance, you both would vomit each other to death since the effect make you sick again. It's basically a liquid and weak version of the school food. Oh, and it's orange colored coz that's the color of vomit in my mod.
Config VOMIT_DRINK;
{
StrengthValue = 1;
NutritionValue = 200;
Color = rgb16(231, 118, 0);
NameStem = "vomit";
Alpha = 175;
Flexibility = 35;
AttachedGod = SCABIES;
RustModifier = 200;
Acidicity = 10;
Effect = EFFECT_SCHOOL_FOOD;
EffectStrength = 15;
StepInWisdomLimit = 5;
}

This one works as a glue you can throw at monsters or a corner and whoever steps in there get stuck. It also causes some acidic damage. It might kill you if you drink it.
Config DRAGON_DROOL;
{
StrengthValue = 3;
NutritionValue = 50;
Flexibility = 50;
Color = rgb16(144, 144, 240);
NameStem = "dragon drool";
Alpha = 175;
AttachedGod = SILVA;
Stickiness = 75;
Acidicity = 10;
RustModifier = 250;
CommonFlags = Base|IS_VALUABLE;
InteractionFlags = Base|AFFECT_INSIDE;
}

chaostrom wrote
Rather than kobold flesh, use the floating eye. For the stun grenade, that is. Or perhaps you could have them separate.
What is the difference between them? Also, where can I find attack effects? They don't seem to be in Char or Define.
Posted by Chiko, Nov 26, 2013 at 9:28 pm
How about a confuse gas grenade?

Config DIZZY_GAS;
{
Color = rgb16(189, 179, 155);
NameStem = "hippie smoke";
Alpha = 200;
AttachedGod = NEFAS;
BreatheMessage = "It smells like happiness here.";
Effect = EFFECT_CONFUSE;
StepInWisdomLimit = 8;
}
Posted by Chiko, Nov 25, 2013 at 8:54 am
Hmm... so the CVS is the best option if I want to make my own variant, right? The only issues I need to fix before starting in there are the 19 unarmed skill and the Valdemar spawning chance. No other issues?

I like the idea of gas grenades. Is it possible to make explosive nades by adding gunpowder as one of the possible materials?
I'm also gonna try using the Kobold meat effect and see if I can use it to make stun grenades or make a sedative liquid with it to coat weapons to knock monsters unconscious.

Also, I'm thinking about generalizing some flesh materials... Some of them are just different in name and since there isn't much that can be done about them I could just make like for instance Animal Flesh, Mutated Flesh, Plant Flesh, etc. That way Golems made of those materials would only be Mutated Flesh Golem instead of Mutant Bunny Flesh Golem.

Edit: Hehe... The stun grenades work like a charm. It seems Kobolds are unaffected but it works for most. I'm not sure what god should be associated wit this gas. Legifer, maybeh? :3

Config STUN_GAS;
{
Color = rgb16(140, 158, 240);
NameStem = "stun gas";
Alpha = 200;
AttachedGod = LEGIFER;
BreatheMessage = "It smells funny here.";
Effect = EFFECT_KOBOLD_FLESH;
StepInWisdomLimit = 8;
}
Posted by Chiko, Nov 24, 2013 at 9:07 pm
Oh that worked. I made a silly mistake the first time I tried adding it as a CONFIG item. I put it outside the { }

It works now:


The vampirism is starting to get really interesting. Polymorph does sounds easier to implement since Lycanthropy already works like that.

Also, what does BiteCapturesBodyPart does? It adds the severed part to the inventory or makes the character automatically eat it?
Posted by Chiko, Nov 24, 2013 at 11:02 am
Thanks! :3

It's not the first time I see features with potential for modding being removed in games. They are sometimes hidden in the files or like in this case, in older releases. It's one of the first things I do when I get interesting in the innards of a game.
Posted by Chiko, Nov 24, 2013 at 10:48 am
Quote
Given that golems can have insanely large stats, this could be HORRIBLE if they pick up the right equipment! I kinda like the idea though, although things like Valpurium golems or that one spider silk one are going to be nigh-unbeatable if they pick up the right stuff...
Well, I have only encountered early ones but I guess you are right. Are NPCs able to equip anything they come across or only weapons? It's also specially useful to have a golem pet too. I just tried it.

Quote
You could make a new sprite for it and just have the cheese loaf be a cheese wheel.
I have to make it a new item, right? I tried but the game doesn't allow it. I thought I had to add it in the define.dat but that doesn't seem to be the case when creating a new item, only with stuff added via Config in the item.dat file.

Quote
Food rotting makes canned food that much more valuable. Being forced to eat things you might not normally adds something to the game, imo.
I didn't changed it much and it only affects fruits and the materials used loaves. Food lying around in dungeons could have been there for a while, I guess.

Quote
How exactly are you doing this? Like, is cloth now the lowest protection, highest freedom-of-movement upgrade path with metal at the top and leather in the middle?
Pretty much, yeah. Generally, cloth protects less but is more flexible, light and easier to harden. Leather is average in most aspects. They both will harden to Kevlar (might change the name to Plasteel). Metal will be the opposite to Cloth initially but I'm thinking about making the fantasy metals be good in all aspects. I will try to balance things coz the later materials spike stats too much. They will be still better but the difference won't be as monstrous.

Quote
Interesting, there's not much out there weaker than leather or cloth so what are these? Have you also considered wood materials?
Well, I first thought about making parchment the weakest but nah. Also:
Cloth: Nettle > Woolen > Linen > Silk > Pleather > Plasteel
Leather: Hide > Leather > Hardened Leather > Studded Leather > Pleather > Plasteel
Metal: Tin > Copper > Bronze > Iron > Steel > Plasteel > Undecided next metals

So all materials will eventually upgrade to Plasteel and continue in a single upgrade tree. I was thinking about making the last metals be all attached to a god and have a separate upgrade tree that only gods can upgrade but I doubt that is possible. It's a nice thought, though. And I haven't really thought about wood at all. Maybe have them for low lvl weapons and shields and a low chance to have them in armors. I could also have wood materials be something between leather and metal and work in a similar fashion as Cloth, Leather and Metal upgrade trees.

Quote
Useful. I hope you covered "armor" being confused with "Armor of Great Health"?
Will do now that I know about it.

Quote
Interesting, although I don't see this being much use. You'd have to change an item's material to flesh first if you were to take advantage of this, but flesh rots pretty fast and you'd probably be better off changing material to something better. Might be good for golems though.
Also note that if you change one of your limbs to a different type of flesh it does not boost your stats based on its attributes.
Well, this is mostly for limb upgrade, since they have the advantage of healing with time. I had no idea changing limbs to another flesh material won't change stats. Is there a way to make it so it does effect stats or it just cannot be done?

Quote
Why, may I ask? These are raw loafs of meat just sitting on the dungeon floor, after all...
Well, I thought loaves were processed/baked food but since it's raw meat, I guess you are right. :3

Also, balancing is the most difficult thing about modding for me. Good to see I get feedback for this game. Thanks!

Edit: I didn't see this one:
Warheck wrote
Yeah careful with the game balance.
You can create vampires by giving such a character a special bite effect. Just use the code from SPOILER ALERT. Click here to see text.
Neerc Se-ulb (see gear.cpp)
to reproduce the life-drain effect as a bite effect. (Check CLIVAN code to see how this is done).

Trickier still is to introduce a PC state (like Hasted, Lycanthropic etc) called Vampirism and allow the player to drain life using his bite attack, and reprioritise this attack as the default unarmed attack. I balanced this out in CLIVAN by making it so certain PC's stats (wis, int and cha) would deteriorate faster (probably needs to go a bit faster).
Then think of a way to allow vampirism to propagate though the game (obvious one is chance of receiving vampirism if getting bitten by a vampire).
Nice. I didn't thought it was possible to add something like that but I see it was already done.
Posted by Chiko, Nov 23, 2013 at 10:27 pm
Oh nice. I had no idea there were talents.

About the food refusal by vomiting. It looks more complicated to implement but it sounds a lot more better that way. And yeah, vampires are not even in the game so true that. I would still love a feature like that since the game files already make some races eat certain things than others can't.



Edit: As I mentioned before. I'm altering the easy to mod script files. This is what I have been able to do so far:

-Golems can use equipment now. (I've found some of them carrying weapons so this makes them more dangerous/useful)
-More canned food. Kiwi, Pineaple, Carrot, Pork and Beef.
-Cheese is a new food available in lumps and loaves. (Never seen a loaf of cheese before but I have no idea how to add new items)
-Food items generally take longer to rot. (Makes the game easier but food rots way too fast, IMO)
-Vomit has a different color. Vanilla one is too green. (It got a nice orange color now!)
-Carnivorous Plants are edible now. (They give a little nutrition. It's mostly there to clean the dungeon from their corpses)
-Canines can no longer open doors.
-Different names for some materials. Nettle, Wool, Linen, Hide, etc. (I get confused easily by weird names, specially in materials)
-Cloth and Leather materials have their own upgrade tree. (They go thru their upgrade tree but eventually upgrade to the same last material upgrade)
-Cloth, Leather and Metal materials have different stats and reqs. (I'm trying to make them more unique and difference from each other more noticeably)
-Torso Armor and Cloaks have a chance to spawn with weaker materials. (Will add the rest of the armor pieces, eventually)
-Added more aliases for some items to make it easier to wish. (I'm also thinking about adding some misleading aliases to get wishes wrong)
-Some flesh materials are stronger and can be hardened with scrolls. (Human flesh not included)
-A lot of materials can be used in the creation of Golems.
-Removed the chances of parasites in Pork and Beef.
-Rat, Dog, Jackal, Goblin and Orc flesh might contain parasites.
-New Amulets. Tele Control, Poly Control, Searching and Invisibility.

I'm not sure if some of them are too overpowered or make little sense so I'm posting this for a bit of feedback. :3
Posted by Chiko, Nov 23, 2013 at 8:22 am
Hmm... how about starting as a different human either by choice or randomly? Starting types could be:

-Vegan: Increased DEX and AGI. Vegan status allows to only eat fruit, bread, and stuff like that.
-Hardworker: Increased arm STR and AGI (Happiest banana grower).
-Slacker: Increased END (Thanks to the Encourager) and PER (From avoiding the Encourager).
-Hauler: Increased leg STR (Why carrying one banana stack when you can carry two?).
-Worshiper: Increased Wisdom and INT but less physical stats. Already knows a God.
-Smooth Talker: Increased CHA by a nice amount but less physical stats.

Also, some of the Status you can get could affect what you eat too:

-Vegan: Can only eat fruit, bread, and stuff like that.
-Lycantrophy: Can only eat meat, blood and bones. Removes Vegan Status. Cannot get Vampirism.
-Vampirism: Can only get nutrition from blood. Removes Vegan Status. Cannot get Lycantrophy.
-Leprosy: Won't throw up from eating spoiled food.
Posted by Chiko, Nov 22, 2013 at 7:57 pm
A feature like that is like the closest thing we could have to butchering corpses AND canning food at the same time! @,..,@

I do hope someone with the knowledge could manage to do dis, eventually.